one way to improve this piece wold be breaking up the clean structure right now this is a perfect rock as all the sides and edges are unbroken. Rocks are often fracturing and and naught perfect. Zbrush is a great tool for doing this eg. live boolen, mallet brush, or subtractive dynamesh.
A couple of updates here based on the feedback. I reduced the sharpness. Also, it's quite subtle but I removed the dirt layer and added a ground dirt mask for the bottom part of the dumpster body. I also used an anchor to subtract the scratches from the decal and the dirt layers.
hey guys i have this problem in UDK where i can take a simple flooring (4000:x 4000:y 100:z) and i bring out a Static mesh for (ie-Pillar) And i do a CSG Subtract on the floor and it crashes. Any idea's on waht this could be? Thanks in Advance, Emulsion
also, for any number field - if you select it and type r##, where ## is the incremental increase you want, it will add that number to the current field. For example if you value currently is 3.64 Select the filed and type r.04 and enter, and the new number would be 3.68. Or to subtract if your value is 4.53 Type r-.05 and…
That was very useful indeed, TBH I didn't notice the transitions I'll have to pay closer attention to those kinds of details. As for the edge damage, I added a generator with a subtract to make it less uniform. I guess I didn't crank the values high enough. Thanks!
When i extract the concave and convex from the curvature,this gave me some weird gradient and i want a nice sharp edge :) I use a "subtract 0.5" for extracting the convex and an "add 0.5 > 1-x" for the concave,is this right ? Maybe it's the texture compression ? The normal Baker ?
You can count backwards by subtracting the current loop number from the highest array index: PartB = #(1,2,3,4,5) for i=1 to PartB.count do ( print (PartB[PartB.count - i + 1]) ) So in your example it would probably look something like this: EDIT, see below!
I never had a need to do it myself but my guess you can bake two displacement maps in Zbrush itself without exporting geometry, one with the layer and one without, then use "difference" blending mode in Photoshop or just subtract one texture from another
Could be a few things. You're boolean option is set to Intersection, instead of Subtract. You may need to reset x-forms on both objects before creating the boolean object. In either case you're probably better off just using a symmetry modifier to create the second half.
I'm going to scotland tomorrow as well... apparently its going to be COLD. Which leads me full circle to no-pants. I've tried - lord knows I have - but I'm damned if my legs just do not get too cold. Not for me, the subtractive leg clothing lifestyle.